( function () {
/**
 * Tessellates the famous Utah teapot database by Martin Newell into triangles.
 *
 * Parameters: size = 50, segments = 10, bottom = true, lid = true, body = true,
 *   fitLid = false, blinn = true
 *
 * size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1.
 * Think of it as a "radius".
 * segments - number of line segments to subdivide each patch edge;
 *   1 is possible but gives degenerates, so two is the real minimum.
 * bottom - boolean, if true (default) then the bottom patches are added. Some consider
 *   adding the bottom heresy, so set this to "false" to adhere to the One True Way.
 * lid - to remove the lid and look inside, set to true.
 * body - to remove the body and leave the lid, set this and "bottom" to false.
 * fitLid - the lid is a tad small in the original. This stretches it a bit so you can't
 *   see the teapot's insides through the gap.
 * blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look
 *   nicer. If you want to see the original teapot, similar to the real-world model, set
 *   this to false. True by default.
 *   See http://en.wikipedia.org/wiki/File:Original_Utah_Teapot.jpg for the original
 *   real-world teapot (from http://en.wikipedia.org/wiki/Utah_teapot).
 *
 * Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me.
 *
 * The teapot should normally be rendered as a double sided object, since for some
 * patches both sides can be seen, e.g., the gap around the lid and inside the spout.
 *
 * Segments 'n' determines the number of triangles output.
 *   Total triangles = 32*2*n*n - 8*n    [degenerates at the top and bottom cusps are deleted]
 *
 *   size_factor   # triangles
 *       1          56
 *       2         240
 *       3         552
 *       4         992
 *
 *      10        6320
 *      20       25440
 *      30       57360
 *
 * Code converted from my ancient SPD software, http://tog.acm.org/resources/SPD/
 * Created for the Udacity course "Interactive Rendering", http://bit.ly/ericity
 * Lesson: https://www.udacity.com/course/viewer#!/c-cs291/l-68866048/m-106482448
 * YouTube video on teapot history: https://www.youtube.com/watch?v=DxMfblPzFNc
 *
 * See https://en.wikipedia.org/wiki/Utah_teapot for the history of the teapot
 *
 */

class TeapotGeometry extends THREE.BufferGeometry {
  constructor(size = 50, segments = 10, bottom = true, lid = true, body = true, fitLid = true, blinn = true) {
    // 32 * 4 * 4 Bezier spline patches
    const teapotPatches = [
    /*rim*/
    0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 3, 16, 17, 18, 7, 19, 20, 21, 11, 22, 23, 24, 15, 25, 26, 27, 18, 28, 29, 30, 21, 31, 32, 33, 24, 34, 35, 36, 27, 37, 38, 39, 30, 40, 41, 0, 33, 42, 43, 4, 36, 44, 45, 8, 39, 46, 47, 12,
    /*body*/
    12, 13, 14, 15, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 15, 25, 26, 27, 51, 60, 61, 62, 55, 63, 64, 65, 59, 66, 67, 68, 27, 37, 38, 39, 62, 69, 70, 71, 65, 72, 73, 74, 68, 75, 76, 77, 39, 46, 47, 12, 71, 78, 79, 48, 74, 80, 81, 52, 77, 82, 83, 56, 56, 57, 58, 59, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 59, 66, 67, 68, 87, 96, 97, 98, 91, 99, 100, 101, 95, 102, 103, 104, 68, 75, 76, 77, 98, 105, 106, 107, 101, 108, 109, 110, 104, 111, 112, 113, 77, 82, 83, 56, 107, 114, 115, 84, 110, 116, 117, 88, 113, 118, 119, 92,
    /*handle*/
    120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 123, 136, 137, 120, 127, 138, 139, 124, 131, 140, 141, 128, 135, 142, 143, 132, 132, 133, 134, 135, 144, 145, 146, 147, 148, 149, 150, 151, 68, 152, 153, 154, 135, 142, 143, 132, 147, 155, 156, 144, 151, 157, 158, 148, 154, 159, 160, 68,
    /*spout*/
    161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176, 164, 177, 178, 161, 168, 179, 180, 165, 172, 181, 182, 169, 176, 183, 184, 173, 173, 174, 175, 176, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196, 176, 183, 184, 173, 188, 197, 198, 185, 192, 199, 200, 189, 196, 201, 202, 193,
    /*lid*/
    203, 203, 203, 203, 204, 205, 206, 207, 208, 208, 208, 208, 209, 210, 211, 212, 203, 203, 203, 203, 207, 213, 214, 215, 208, 208, 208, 208, 212, 216, 217, 218, 203, 203, 203, 203, 215, 219, 220, 221, 208, 208, 208, 208, 218, 222, 223, 224, 203, 203, 203, 203, 221, 225, 226, 204, 208, 208, 208, 208, 224, 227, 228, 209, 209, 210, 211, 212, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 212, 216, 217, 218, 232, 241, 242, 243, 236, 244, 245, 246, 240, 247, 248, 249, 218, 222, 223, 224, 243, 250, 251, 252, 246, 253, 254, 255, 249, 256, 257, 258, 224, 227, 228, 209, 252, 259, 260, 229, 255, 261, 262, 233, 258, 263, 264, 237,
    /*bottom*/
    265, 265, 265, 265, 266, 267, 268, 269, 270, 271, 272, 273, 92, 119, 118, 113, 265, 265, 265, 265, 269, 274, 275, 276, 273, 277, 278, 279, 113, 112, 111, 104, 265, 265, 265, 265, 276, 280, 281, 282, 279, 283, 284, 285, 104, 103, 102, 95, 265, 265, 265, 265, 282, 286, 287, 266, 285, 288, 289, 270, 95, 94, 93, 92];
    const teapotVertices = [1.4, 0, 2.4, 1.4, -0.784, 2.4, 0.784, -1.4, 2.4, 0, -1.4, 2.4, 1.3375, 0, 2.53125, 1.3375, -0.749, 2.53125, 0.749, -1.3375, 2.53125, 0, -1.3375, 2.53125, 1.4375, 0, 2.53125, 1.4375, -0.805, 2.53125, 0.805, -1.4375, 2.53125, 0, -1.4375, 2.53125, 1.5, 0, 2.4, 1.5, -0.84, 2.4, 0.84, -1.5, 2.4, 0, -1.5, 2.4, -0.784, -1.4, 2.4, -1.4, -0.784, 2.4, -1.4, 0, 2.4, -0.749, -1.3375, 2.53125, -1.3375, -0.749, 2.53125, -1.3375, 0, 2.53125, -0.805, -1.4375, 2.53125, -1.4375, -0.805, 2.53125, -1.4375, 0, 2.53125, -0.84, -1.5, 2.4, -1.5, -0.84, 2.4, -1.5, 0, 2.4, -1.4, 0.784, 2.4, -0.784, 1.4, 2.4, 0, 1.4, 2.4, -1.3375, 0.749, 2.53125, -0.749, 1.3375, 2.53125, 0, 1.3375, 2.53125, -1.4375, 0.805, 2.53125, -0.805, 1.4375, 2.53125, 0, 1.4375, 2.53125, -1.5, 0.84, 2.4, -0.84, 1.5, 2.4, 0, 1.5, 2.4, 0.784, 1.4, 2.4, 1.4, 0.784, 2.4, 0.749, 1.3375, 2.53125, 1.3375, 0.749, 2.53125, 0.805, 1.4375, 2.53125, 1.4375, 0.805, 2.53125, 0.84, 1.5, 2.4, 1.5, 0.84, 2.4, 1.75, 0, 1.875, 1.75, -0.98, 1.875, 0.98, -1.75, 1.875, 0, -1.75, 1.875, 2, 0, 1.35, 2, -1.12, 1.35, 1.12, -2, 1.35, 0, -2, 1.35, 2, 0, 0.9, 2, -1.12, 0.9, 1.12, -2, 0.9, 0, -2, 0.9, -0.98, -1.75, 1.875, -1.75, -0.98, 1.875, -1.75, 0, 1.875, -1.12, -2, 1.35, -2, -1.12, 1.35, -2, 0, 1.35, -1.12, -2, 0.9, -2, -1.12, 0.9, -2, 0, 0.9, -1.75, 0.98, 1.875, -0.98, 1.75, 1.875, 0, 1.75, 1.875, -2, 1.12, 1.35, -1.12, 2, 1.35, 0, 2, 1.35, -2, 1.12, 0.9, -1.12, 2, 0.9, 0, 2, 0.9, 0.98, 1.75, 1.875, 1.75, 0.98, 1.875, 1.12, 2, 1.35, 2, 1.12, 1.35, 1.12, 2, 0.9, 2, 1.12, 0.9, 2, 0, 0.45, 2, -1.12, 0.45, 1.12, -2, 0.45, 0, -2, 0.45, 1.5, 0, 0.225, 1.5, -0.84, 0.225, 0.84, -1.5, 0.225, 0, -1.5, 0.225, 1.5, 0, 0.15, 1.5, -0.84, 0.15, 0.84, -1.5, 0.15, 0, -1.5, 0.15, -1.12, -2, 0.45, -2, -1.12, 0.45, -2, 0, 0.45, -0.84, -1.5, 0.225, -1.5, -0.84, 0.225, -1.5, 0, 0.225, -0.84, -1.5, 0.15, -1.5, -0.84, 0.15, -1.5, 0, 0.15, -2, 1.12, 0.45, -1.12, 2, 0.45, 0, 2, 0.45, -1.5, 0.84, 0.225, -0.84, 1.5, 0.225, 0, 1.5, 0.225, -1.5, 0.84, 0.15, -0.84, 1.5, 0.15, 0, 1.5, 0.15, 1.12, 2, 0.45, 2, 1.12, 0.45, 0.84, 1.5, 0.225, 1.5, 0.84, 0.225, 0.84, 1.5, 0.15, 1.5, 0.84, 0.15, -1.6, 0, 2.025, -1.6, -0.3, 2.025, -1.5, -0.3, 2.25, -1.5, 0, 2.25, -2.3, 0, 2.025, -2.3, -0.3, 2.025, -2.5, -0.3, 2.25, -2.5, 0, 2.25, -2.7, 0, 2.025, -2.7, -0.3, 2.025, -3, -0.3, 2.25, -3, 0, 2.25, -2.7, 0, 1.8, -2.7, -0.3, 1.8, -3, -0.3, 1.8, -3, 0, 1.8, -1.5, 0.3, 2.25, -1.6, 0.3, 2.025, -2.5, 0.3, 2.25, -2.3, 0.3, 2.025, -3, 0.3, 2.25, -2.7, 0.3, 2.025, -3, 0.3, 1.8, -2.7, 0.3, 1.8, -2.7, 0, 1.575, -2.7, -0.3, 1.575, -3, -0.3, 1.35, -3, 0, 1.35, -2.5, 0, 1.125, -2.5, -0.3, 1.125, -2.65, -0.3, 0.9375, -2.65, 0, 0.9375, -2, -0.3, 0.9, -1.9, -0.3, 0.6, -1.9, 0, 0.6, -3, 0.3, 1.35, -2.7, 0.3, 1.575, -2.65, 0.3, 0.9375, -2.5, 0.3, 1.125, -1.9, 0.3, 0.6, -2, 0.3, 0.9, 1.7, 0, 1.425, 1.7, -0.66, 1.425, 1.7, -0.66, 0.6, 1.7, 0, 0.6, 2.6, 0, 1.425, 2.6, -0.66, 1.425, 3.1, -0.66, 0.825, 3.1, 0, 0.825, 2.3, 0, 2.1, 2.3, -0.25, 2.1, 2.4, -0.25, 2.025, 2.4, 0, 2.025, 2.7, 0, 2.4, 2.7, -0.25, 2.4, 3.3, -0.25, 2.4, 3.3, 0, 2.4, 1.7, 0.66, 0.6, 1.7, 0.66, 1.425, 3.1, 0.66, 0.825, 2.6, 0.66, 1.425, 2.4, 0.25, 2.025, 2.3, 0.25, 2.1, 3.3, 0.25, 2.4, 2.7, 0.25, 2.4, 2.8, 0, 2.475, 2.8, -0.25, 2.475, 3.525, -0.25, 2.49375, 3.525, 0, 2.49375, 2.9, 0, 2.475, 2.9, -0.15, 2.475, 3.45, -0.15, 2.5125, 3.45, 0, 2.5125, 2.8, 0, 2.4, 2.8, -0.15, 2.4, 3.2, -0.15, 2.4, 3.2, 0, 2.4, 3.525, 0.25, 2.49375, 2.8, 0.25, 2.475, 3.45, 0.15, 2.5125, 2.9, 0.15, 2.475, 3.2, 0.15, 2.4, 2.8, 0.15, 2.4, 0, 0, 3.15, 0.8, 0, 3.15, 0.8, -0.45, 3.15, 0.45, -0.8, 3.15, 0, -0.8, 3.15, 0, 0, 2.85, 0.2, 0, 2.7, 0.2, -0.112, 2.7, 0.112, -0.2, 2.7, 0, -0.2, 2.7, -0.45, -0.8, 3.15, -0.8, -0.45, 3.15, -0.8, 0, 3.15, -0.112, -0.2, 2.7, -0.2, -0.112, 2.7, -0.2, 0, 2.7, -0.8, 0.45, 3.15, -0.45, 0.8, 3.15, 0, 0.8, 3.15, -0.2, 0.112, 2.7, -0.112, 0.2, 2.7, 0, 0.2, 2.7, 0.45, 0.8, 3.15, 0.8, 0.45, 3.15, 0.112, 0.2, 2.7, 0.2, 0.112, 2.7, 0.4, 0, 2.55, 0.4, -0.224, 2.55, 0.224, -0.4, 2.55, 0, -0.4, 2.55, 1.3, 0, 2.55, 1.3, -0.728, 2.55, 0.728, -1.3, 2.55, 0, -1.3, 2.55, 1.3, 0, 2.4, 1.3, -0.728, 2.4, 0.728, -1.3, 2.4, 0, -1.3, 2.4, -0.224, -0.4, 2.55, -0.4, -0.224, 2.55, -0.4, 0, 2.55, -0.728, -1.3, 2.55, -1.3, -0.728, 2.55, -1.3, 0, 2.55, -0.728, -1.3, 2.4, -1.3, -0.728, 2.4, -1.3, 0, 2.4, -0.4, 0.224, 2.55, -0.224, 0.4, 2.55, 0, 0.4, 2.55, -1.3, 0.728, 2.55, -0.728, 1.3, 2.55, 0, 1.3, 2.55, -1.3, 0.728, 2.4, -0.728, 1.3, 2.4, 0, 1.3, 2.4, 0.224, 0.4, 2.55, 0.4, 0.224, 2.55, 0.728, 1.3, 2.55, 1.3, 0.728, 2.55, 0.728, 1.3, 2.4, 1.3, 0.728, 2.4, 0, 0, 0, 1.425, 0, 0, 1.425, 0.798, 0, 0.798, 1.425, 0, 0, 1.425, 0, 1.5, 0, 0.075, 1.5, 0.84, 0.075, 0.84, 1.5, 0.075, 0, 1.5, 0.075, -0.798, 1.425, 0, -1.425, 0.798, 0, -1.425, 0, 0, -0.84, 1.5, 0.075, -1.5, 0.84, 0.075, -1.5, 0, 0.075, -1.425, -0.798, 0, -0.798, -1.425, 0, 0, -1.425, 0, -1.5, -0.84, 0.075, -0.84, -1.5, 0.075, 0, -1.5, 0.075, 0.798, -1.425, 0, 1.425, -0.798, 0, 0.84, -1.5, 0.075, 1.5, -0.84, 0.075];
    super(); // number of segments per patch

    segments = Math.max(2, Math.floor(segments)); // Jim Blinn scaled the teapot down in size by about 1.3 for
    // some rendering tests. He liked the new proportions that he kept
    // the data in this form. The model was distributed with these new
    // proportions and became the norm. Trivia: comparing images of the
    // real teapot and the computer model, the ratio for the bowl of the
    // real teapot is more like 1.25, but since 1.3 is the traditional
    // value given, we use it here.

    const blinnScale = 1.3; // scale the size to be the real scaling factor

    const maxHeight = 3.15 * (blinn ? 1 : blinnScale);
    const maxHeight2 = maxHeight / 2;
    const trueSize = size / maxHeight2; // Number of elements depends on what is needed. Subtract degenerate
    // triangles at tip of bottom and lid out in advance.

    let numTriangles = bottom ? (8 * segments - 4) * segments : 0;
    numTriangles += lid ? (16 * segments - 4) * segments : 0;
    numTriangles += body ? 40 * segments * segments : 0;
    const indices = new Uint32Array(numTriangles * 3);
    let numVertices = bottom ? 4 : 0;
    numVertices += lid ? 8 : 0;
    numVertices += body ? 20 : 0;
    numVertices *= (segments + 1) * (segments + 1);
    const vertices = new Float32Array(numVertices * 3);
    const normals = new Float32Array(numVertices * 3);
    const uvs = new Float32Array(numVertices * 2); // Bezier form

    const ms = new THREE.Matrix4();
    ms.set(-1.0, 3.0, -3.0, 1.0, 3.0, -6.0, 3.0, 0.0, -3.0, 3.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
    const g = [];
    const sp = [];
    const tp = [];
    const dsp = [];
    const dtp = []; // M * G * M matrix, sort of see
    // http://www.cs.helsinki.fi/group/goa/mallinnus/curves/surfaces.html

    const mgm = [];
    const vert = [];
    const sdir = [];
    const tdir = [];
    const norm = new THREE.Vector3();
    let tcoord;
    let sval;
    let tval;
    let p;
    let dsval = 0;
    let dtval = 0;
    const normOut = new THREE.Vector3();
    const gmx = new THREE.Matrix4();
    const tmtx = new THREE.Matrix4();
    const vsp = new THREE.Vector4();
    const vtp = new THREE.Vector4();
    const vdsp = new THREE.Vector4();
    const vdtp = new THREE.Vector4();
    const vsdir = new THREE.Vector3();
    const vtdir = new THREE.Vector3();
    const mst = ms.clone();
    mst.transpose(); // internal function: test if triangle has any matching vertices;
    // if so, don't save triangle, since it won't display anything.

    const notDegenerate = (vtx1, vtx2, vtx3) => // if any vertex matches, return false
    !(vertices[vtx1 * 3] === vertices[vtx2 * 3] && vertices[vtx1 * 3 + 1] === vertices[vtx2 * 3 + 1] && vertices[vtx1 * 3 + 2] === vertices[vtx2 * 3 + 2] || vertices[vtx1 * 3] === vertices[vtx3 * 3] && vertices[vtx1 * 3 + 1] === vertices[vtx3 * 3 + 1] && vertices[vtx1 * 3 + 2] === vertices[vtx3 * 3 + 2] || vertices[vtx2 * 3] === vertices[vtx3 * 3] && vertices[vtx2 * 3 + 1] === vertices[vtx3 * 3 + 1] && vertices[vtx2 * 3 + 2] === vertices[vtx3 * 3 + 2]);

    for (let i = 0; i < 3; i++) {
      mgm[i] = new THREE.Matrix4();
    }

    const minPatches = body ? 0 : 20;
    const maxPatches = bottom ? 32 : 28;
    const vertPerRow = segments + 1;
    let surfCount = 0;
    let vertCount = 0;
    let normCount = 0;
    let uvCount = 0;
    let indexCount = 0;

    for (let surf = minPatches; surf < maxPatches; surf++) {
      // lid is in the middle of the data, patches 20-27,
      // so ignore it for this part of the loop if the lid is not desired
      if (lid || surf < 20 || surf >= 28) {
        // get M * G * M matrix for x,y,z
        for (let i = 0; i < 3; i++) {
          // get control patches
          for (let r = 0; r < 4; r++) {
            for (let c = 0; c < 4; c++) {
              // transposed
              g[c * 4 + r] = teapotVertices[teapotPatches[surf * 16 + r * 4 + c] * 3 + i]; // is the lid to be made larger, and is this a point on the lid
              // that is X or Y?

              if (fitLid && surf >= 20 && surf < 28 && i !== 2) {
                // increase XY size by 7.7%, found empirically. I don't
                // increase Z so that the teapot will continue to fit in the
                // space -1 to 1 for Y (Y is up for the final model).
                g[c * 4 + r] *= 1.077;
              } // Blinn "fixed" the teapot by dividing Z by blinnScale, and that's the
              // data we now use. The original teapot is taller. Fix it:


              if (!blinn && i === 2) {
                g[c * 4 + r] *= blinnScale;
              }
            }
          }

          gmx.set(g[0], g[1], g[2], g[3], g[4], g[5], g[6], g[7], g[8], g[9], g[10], g[11], g[12], g[13], g[14], g[15]);
          tmtx.multiplyMatrices(gmx, ms);
          mgm[i].multiplyMatrices(mst, tmtx);
        } // step along, get points, and output


        for (let sstep = 0; sstep <= segments; sstep++) {
          const s = sstep / segments;

          for (let tstep = 0; tstep <= segments; tstep++) {
            const t = tstep / segments; // point from basis
            // get power vectors and their derivatives

            for (p = 4, sval = tval = 1.0; p--;) {
              sp[p] = sval;
              tp[p] = tval;
              sval *= s;
              tval *= t;

              if (p === 3) {
                dsp[p] = dtp[p] = 0.0;
                dsval = dtval = 1.0;
              } else {
                dsp[p] = dsval * (3 - p);
                dtp[p] = dtval * (3 - p);
                dsval *= s;
                dtval *= t;
              }
            }

            vsp.fromArray(sp);
            vtp.fromArray(tp);
            vdsp.fromArray(dsp);
            vdtp.fromArray(dtp); // do for x,y,z

            for (let i = 0; i < 3; i++) {
              // multiply power vectors times matrix to get value
              tcoord = vsp.clone();
              tcoord.applyMatrix4(mgm[i]);
              vert[i] = tcoord.dot(vtp); // get s and t tangent vectors

              tcoord = vdsp.clone();
              tcoord.applyMatrix4(mgm[i]);
              sdir[i] = tcoord.dot(vtp);
              tcoord = vsp.clone();
              tcoord.applyMatrix4(mgm[i]);
              tdir[i] = tcoord.dot(vdtp);
            } // find normal


            vsdir.fromArray(sdir);
            vtdir.fromArray(tdir);
            norm.crossVectors(vtdir, vsdir);
            norm.normalize(); // if X and Z length is 0, at the cusp, so point the normal up or down, depending on patch number

            if (vert[0] === 0 && vert[1] === 0) {
              // if above the middle of the teapot, normal points up, else down
              normOut.set(0, vert[2] > maxHeight2 ? 1 : -1, 0);
            } else {
              // standard output: rotate on X axis
              normOut.set(norm.x, norm.z, -norm.y);
            } // store it all


            vertices[vertCount++] = trueSize * vert[0];
            vertices[vertCount++] = trueSize * (vert[2] - maxHeight2);
            vertices[vertCount++] = -trueSize * vert[1];
            normals[normCount++] = normOut.x;
            normals[normCount++] = normOut.y;
            normals[normCount++] = normOut.z;
            uvs[uvCount++] = 1 - t;
            uvs[uvCount++] = 1 - s;
          }
        } // save the faces


        for (let sstep = 0; sstep < segments; sstep++) {
          for (let tstep = 0; tstep < segments; tstep++) {
            const v1 = surfCount * vertPerRow * vertPerRow + sstep * vertPerRow + tstep;
            const v2 = v1 + 1;
            const v3 = v2 + vertPerRow;
            const v4 = v1 + vertPerRow; // Normals and UVs cannot be shared. Without clone(), you can see the consequences
            // of sharing if you call geometry.applyMatrix4( matrix ).

            if (notDegenerate(v1, v2, v3)) {
              indices[indexCount++] = v1;
              indices[indexCount++] = v2;
              indices[indexCount++] = v3;
            }

            if (notDegenerate(v1, v3, v4)) {
              indices[indexCount++] = v1;
              indices[indexCount++] = v3;
              indices[indexCount++] = v4;
            }
          }
        } // increment only if a surface was used


        surfCount++;
      }
    }

    this.setIndex(new THREE.BufferAttribute(indices, 1));
    this.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
    this.setAttribute('normal', new THREE.BufferAttribute(normals, 3));
    this.setAttribute('uv', new THREE.BufferAttribute(uvs, 2));
    this.computeBoundingSphere();
  }

}

THREE.TeapotGeometry = TeapotGeometry;
} )();
